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CollisionShape2D does not exist at run-time after reparent/duplication #1183
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collisionshape2D never exists at runtime because it's a helper for the On Sun, Jan 11, 2015 at 6:18 AM, surt notifications@github.com wrote:
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Yes but it is supposed to be turned into a Shape2D that does exist at runtime. |
oh the Shape2D is in the CollisionObject2D API during runtime On Sun, Jan 11, 2015 at 4:18 PM, surt notifications@github.com wrote:
OkamStudio |
I just discovered that the reverse is also true. |
I believe this has been fixed in the current master branch. |
I can still reproduce this issue in master. |
I assume this was fixed in the 3.0 collision shape refactor (currently just 2D)? |
This is finally fixed now, both in 3D and 2D, let's celebrate!! |
When reparenting a CollisionShape2D to a StaticBody2D or duplicating a CollisionShape2D in a StaticBody2D the new shape will not exist at run-time until it is moved on the editor canvas.
Demo project: https://docs.google.com/uc?export=download&id=0B7Mva4UEh5kxRk5BOFlLazBLekk
Run the demo project.
The StaticBody2D reports as having 0 shapes.
Move a CollisionShape2D on the canvas.
Run the demo project.
The StaticBody2D now correctly reports as having 2 shapes.
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